The Dual HRG Winterbites revolvers are the Gunslinger'stier 2 weapons. Each of the revolvers can be wielded or sold/dropped separately. It is a modified version of Firebug's Spitfire revolvers equipped to fire cartridges of nitrogen ice shards capable of freezing ZEDs in place.

Weapon Powers:
Freeze power (explosion) = 25.
Gun hit power (projectile impact) = 100.
Stumble power (explosion) = 25.
Stumble power (projectile impact) = 50.
Only applies Freeze power via projectile explosion, since it does not have falloff the amount of power to apply will always be the same as long as hits the ZED.

Upgrades

Notes

The siren scream destroys its projectiles in the same way it destroys Demolitionist's explosives, there is no perk's skills and bonuses to prevent this from happening.

Oddly enough, unlike with the other weapons the bash damage type of Dual HRG Winterbites is not affected by Berserker's skills and bonuses but instead belongs to the arsenal of Gunslinger and Sharphooster allowing these perks to enjoy the additional bash damage.

Although the bare damage is not really great, none of the ZEDs is actually resistant to its damage type - Freeze.

Much like with the Demolitionist's weapons, upgrading HRG Winterbites will affect both - their projectile and explosive damage.

Projectile explosion featuring slight pushback momentum, projectile does not leave behind any form of lingering damage source such as Ground Ice.

Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Strategy

Not the best choice for killing ZEDs, given that it only does 40 points of damage capable of tracking ZED's hitzones while 20 points that come from the explosion are always do damage to body. But the great choice for taking down big ZEDs such as Fleshpound due to its freezing capabilities.

When dealing with Fleshpounds players might actually consider to not upgrade this weapon and also avoid hitting Fleshpound's vulnerable zones as higher per-projectile damage is likely to enrage Fleshpounds faster putting them into extremely incap-resistant state. If fact, for high level Gunsligers with plenty of damage bonuses on their hands, it is nearly impossible to freeze calm Fleshpound before triggering its rage, given that for level 25 Gunsliger with just passive bonus it takes 4 direct shots at most. To avoid premature rage do not shoot Fleshpound directly - shoot the area around it (floor, for example) and let the explosion do its work - it does less damage than projectile impact and as a matter of fact it is the only way this weapon applies Freeze power. So at cost of direct damage you are getting much reliable tactic to freeze Fleshpound.

Scrakes, on the other hand, do not gain any incap resistance when enraged. So whether to shoot them directly or not is up to player.